Surface light effect and shaders for ALS
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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</parameters>
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<technique n="10">
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<!-- ALS -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</property>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_point_sprite</extension-supported>
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<extension-supported>GL_ARB_point_parameters</extension-supported>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.1</reference>
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</alpha-test>
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<cull-face><use>directional</use></cull-face>
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<polygon-mode>
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<front>point</front>
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<back>point</back>
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</polygon-mode>
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<point>
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<min-size><use>min-size</use></min-size>
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<max-size><use>max-size</use></max-size>
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<size><use>size</use></size>
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<attenuation><use>attenuation</use></attenuation>
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</point>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type><use>texture[0]/type</use></type>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/surface-light-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>size</name>
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<type>float</type>
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<value><use>size</use></value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<vertex-program-point-size>true</vertex-program-point-size>
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</pass>
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</technique>
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<technique n="17">
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<!-- Combined technique -->
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<predicate>
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120
Shaders/surface-light-lightfield.frag
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120
Shaders/surface-light-lightfield.frag
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// -*-C++-*-
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uniform sampler2D texture;
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uniform float visibility;
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uniform float avisibility;
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uniform float hazeLayerAltitude;
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uniform float eye_alt;
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varying vec3 relPos;
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varying float pixelSize;
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float alt;
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float fog_func (in float targ)
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{
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float fade_mix;
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// for large altitude > 30 km, we switch to some component of quadratic distance fading to
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// create the illusion of improved visibility range
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targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
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if (alt < 30000.0)
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{return exp(-targ - targ * targ * targ * targ);}
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else if (alt < 50000.0)
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{
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fade_mix = (alt - 30000.0)/20000.0;
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return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
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}
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else
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{
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return exp(- targ * targ - pow(targ,4.0));
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}
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}
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void main()
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{
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float dist = length(relPos);
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float delta_z = hazeLayerAltitude - eye_alt;
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float transmission;
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float vAltitude;
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float delta_zv;
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float H;
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float distance_in_layer;
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float transmission_arg;
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// angle with horizon
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float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
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if (delta_z > 0.0) // we're inside the layer
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{
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if (ct < 0.0) // we look down
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{
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distance_in_layer = dist;
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vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
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delta_zv = delta_z - vAltitude;
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}
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else // we may look through upper layer edge
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{
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H = dist * ct;
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if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
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else {distance_in_layer = dist;}
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vAltitude = min(distance_in_layer,visibility) * ct;
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delta_zv = delta_z - vAltitude;
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}
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}
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else // we see the layer from above, delta_z < 0.0
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{
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H = dist * -ct;
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if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
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{
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distance_in_layer = 0.0;
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delta_zv = 0.0;
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}
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else
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{
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vAltitude = H + delta_z;
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distance_in_layer = vAltitude/H * dist;
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vAltitude = min(distance_in_layer,visibility) * (-ct);
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delta_zv = vAltitude;
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}
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}
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// ground haze cannot be thinner than aloft visibility in the model,
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// so we need to use aloft visibility otherwise
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transmission_arg = (dist-distance_in_layer)/avisibility;
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if (visibility < avisibility)
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{
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transmission_arg = transmission_arg + (distance_in_layer/visibility);
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}
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else
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{
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transmission_arg = transmission_arg + (distance_in_layer/avisibility);
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}
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transmission = fog_func(transmission_arg);
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float dist_att = exp(-0.3/pixelSize);
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vec4 texel = texture2D(texture,gl_TexCoord[0].st);
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gl_FragColor = vec4 (gl_Color.rgb, texel.a * transmission * dist_att);
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}
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24
Shaders/surface-light-lightfield.vert
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24
Shaders/surface-light-lightfield.vert
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// -*-C++-*-
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// Shader that uses OpenGL state values to do per-pixel lighting
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uniform float size;
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varying vec3 relPos;
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varying float pixelSize;
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void main()
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{
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gl_FrontColor= gl_Color;
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gl_Position = ftransform();
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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relPos = gl_Vertex.xyz - ep.xyz;
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float dist = length(relPos);
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float lightScale = size * size * size * size * size / 1000.0;
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pixelSize = min(size * size/25.0,lightScale/dist);
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gl_PointSize = pixelSize;
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}
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